Hello, I’m trying to work on my first 2D game (for mobile) with Unity.
I have some doubts about the graphics.
I’ve decided to work with a 16:9 aspect ratio (1920x1080) in Photoshop and adjust it later for different aspect ratios if needed, but I don’t understand which ppi I should pick. I’ve seen that many people use 72ppi, but most of mobile phones now have around 400ppi.
Do you have some guide or tutorial to understand how to choose the correct pixel density when working on graphics? I’ve understand what ppi is, but I don’t understand how to use it (lol)
Thank you very much
I think you have to worry about how close the camera is showing your images and the aspect ratio, not the ppi itself.
What joaobsneto said is pretty much the case. To give you some advice, I would think of about how big it would appear in the largest case on the phone, and then draw it at about twice that physical size, maybe even three times. Most computer displays are around 100 dpi, but people with 400dpi phones are really not gonna see a difference if you drew it at 300 or 400 for them (300 would be the case if u drew at 3 times the size)
Also have problems understanding this issue. Is it enough to create graphics in different linear sizes without worrying about ppi. Say a 300x300 pixel image for small screens, 600x600 pixel for large screen phones, etc. And all these images leave 100 ppi?
ppi is only for printing physical photos on paper, you can ignore it for digital media
So what figure is 72, 96 or 100?
nothing you can put 1 or 1000000 it doesnt matter
You are wrong, DPI stands for dots per inch and PPI stands for pixels per inch
DPI is used to indicate the printer that has to draw X dots every inch.
PPI is used to indicate how many pixels per inch are on the physical device.
So, for digital world we talk about PPI and for photography and print we talk about dpi.
I don’t know why Unity uses DPI, but you can see here in the unity docs (see below) that they don’t care, and they use the dpi as PPI. So in unity when people talk about dpi they are referring to PPI
docs link https://blogs.unity3d.com/es/2018/11/19/choosing-the-resolution-of-your-2d-art-assets/
Note: DPI (dots-per-inch) or PPI (points-per-inch, or pixels-per-inch) are different names used interchangeably by different manufacturers, but at the end of the day, they mean the same thing: how many pixels are squeezed in a linear inch on screen. Traditionally, screens were 72 DPI. Today high-DPI screens are usually 144 DPI, but you can find phones that boast up to 400 DPI or more since they are packing a lot of pixels on relatively small screens. Some examples here.
Im sorry my friend that you are so deluded, here is some evidence for you so you can learn:
https://vsellis.com/understanding-dpi-resolution-and-print-vs-web-images/
if you dont what to read everything I’ll leave you with this easy to understand quote:
"Web/Digital: DPI doesn’t equate to digital it’s a print measure. It was commonly believed for a long that 72dpi was ideal for the web. If you hear that it’s simply not the way things work. When talking digital, we’re concerned with the actual resolution. How that image prints is another matter."
TLDR: a 10x10 image with 1million ppi will display the same on your phone as a 10x10 image with 1ppi ( otherwise you could modify the specifications of hardware by using software XD)
more links for you:
http://www.rideau-info.com/photos/mythdpi.html
"Many people seem to get hung up on the DPI (dots per inch) or PPI (pixels per inch) setting within a digital photo as a measure of the quality of those photos. To set the record straight, the DPI/PPI setting within a digital photo has NOTHING to do with digital image quality! The resolution of a digital image is its pixels (usually expressed as megapixels).
The PPI of a paper print IS a measure of quality (of the paper print, not of the digital photo) - but it has nothing (in real world terms) to do with the DPI/PPI setting within the photo. Confused? Read on."
At the end of the day, it’s really about how many pixels an asset has in it.
Another way to think about it is, it depends on what is rendering the asset. The best thing to do is make a prototype using the renderer you plan to use in production. I imagine you will use the Sprite Renderer.
Once you’ve got that going test it on an actual device.
I thinkt the misunderstanding here is how an image maps onto a mobile phone display. Yes, the dpi/ppi does not matter if an image is 10*10 pixels, because it’s 100 pixels no matter what other information the image has. But it shows differently sized depending on a phones ppi if you choose to match pixel count/ use physical mapping. If you use screen resolution however, you end up with the same image pixels being rendered on multiple screen pixels, because of the density mismatch. Or the other way around if the image is larger than the available pixels.
Taken to the exteme, the former can result in blur while the latter can result in choppyness. When animated, flickering is a result even